Triangulating and Extruding Arbitrary Polygons May 2001 - Michael Fötsch This article explains how to use the GLU library to perform tesselation of irregular polygons for rendering in DirectX. It also shows how to use GDI to retrieve the polygons of TrueType fonts. Hugues Hoppe's homepage
Triangulate Jan, 1989 - Paul Bourke This article shows how to do triangulation of discrete point data, using Delauney triangulation. Vertex Displacement Mapping using GLSL Mar, 2006
Adaptively Sampled Distance Fields: A General Representation of Shape for Computer Graphics Dec, 2000 - Sarah F. Frisken, Ronald N. Perry, Alyn P. Rockwood, Thouis R. Jones This article explains the ADF datastructure, which seems particularly efficient at representing static shapes for rendering and collision detection, as well as requiring little memory. Linear-Speed Vertex Cache Optimisation Sep, 2006 - Tom Forsyth The article explains a fast and efficient algorithm for optimizing 3D meshes for unknown vertex cache sizes in order to boost rendering performance. Inigo Quilez - fractals, computer graphics, mathematics, demoscene and more Inigo Quilez Interesting articles on various areas, as mentioned in the title. Especially valuable for those who are interested in procedurally generated content. Dual Contouring Tutorial Boris Shows an article on how to build a mesh with sharp edges from discrete samples of data in a grid. Similar in theory to marching cubes algorithm, but attempts to solve some problems that the marching cubes algorithm has. |